Reverse-Port maps from BF2?

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Reverse-Port maps from BF2?

Post by giftheck »

Is there a way to 'reverse-port' maps from BF2 into BF1? Or can ZeroEditor from BF2 be used to make BF1 maps?
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Re: Reverse-Port maps from BF2?

Post by Commander_Fett »

I think everything in BF1 can be used in BF2, and vice versa, except for the map itself. Something to do with how the terain is set up, I believe.
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Re: Reverse-Port maps from BF2?

Post by giftheck »

Regardless, BF2's ZeroEditor works without actually having BF", so could I actually replace BF1's ZeroEditor and still make BF1 maps? There would obviously be some unsupported stuff (IE Light function etc) but it's essentially the same app, and if I remember right the early trailers show only a slightly modified BF1 engine, not the full BF2 engine... so it might work... has anyone tried (before I go wrecking maps)
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Re: Reverse-Port maps from BF2?

Post by breakdown »

There have already been quite a few BF2 ports, most can be found on www.mpcgamers.com in the Downloads section.

The converted ones are Death Star: Interior, Utapau: Sinkhole, Mustufar Refinery, and Mygeeto: War Torn City. All were made by Scum/Strike a couple years back or something.

There were other conversions - such as Polis Massa(by Jedikiller) and the Coruscant Jedi Temple, but that's about it..

You are correct though, due to lighting most BF2 maps can't be opened in ZE for SWBF1. Plus, swbf2 .ter files are incompatible with SWBF1.
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Re: Reverse-Port maps from BF2?

Post by Teancum »

The lucky thing is that most of the SWBF2-exclusive maps use very little terrain. For the ones that do use terrain you can always use SWBF1 ZeroEdit to create new project, import all of the objects from SWBF2, then re-create the terrain like it was in SWBF2. Sounds difficult, but with all of the guides here it's very possible, and once you get the hang of things not too hard. The one issue you'll come across is that object collision is a bit different is SWBF2, so you might find wall glitches in the maps when playing them in SWBF1. You can always use the included invisible collision objects to get around that though.
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Re: Reverse-Port maps from BF2?

Post by giftheck »

It's just that I heard the "Naboo Prototype" map was used in the very first BF1 trailers. I don't think it's in BF1 tools, did the Conversion Pack makers have to build it from scratch?
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Re: Reverse-Port maps from BF2?

Post by Teancum »

No, the source was given to me. But I've long since lost the original SWBF1 source.
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Re: Reverse-Port maps from BF2?

Post by giftheck »

Ah, that's a shame.
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Re: Reverse-Port maps from BF2?

Post by giftheck »

How exactly did those maps get ported so perfectly, I have to wonder?
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Re: Reverse-Port maps from BF2?

Post by Hardcore »

I know a large number of them ported by scum/strike, were done by just as they say, moving the files over, fixing terrain and then going for hours and fixing the collision, being why many of them have collision errors in the less used parts.
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Re: Reverse-Port maps from BF2?

Post by giftheck »

I'd love to know how they did it, since BF2 terrains are incompatible with BF1's ZeroEditor.
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Re: Reverse-Port maps from BF2?

Post by TomModder »

I don't think they actually ported any maps that had terrain in them. Jedi Temple, Mustafar, and Utapau only use models and no terrain AFAIK.... I'd like to know how they fixed the collisions (semi-fixed?) since someone reported it was a bit of a hack apparently.
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Re: Reverse-Port maps from BF2?

Post by Hardcore »

More or less Tom i think is right, i'm not fully set on how the terrain in SWBF2 does work, as i've never put much bother to it, but in the opinion that the maps could all just be new terrains by scratch based on ground in the map, or something of the like, if it really bothers you i can try to ask Rebel Scum, next time i see him.

the Model collision, was by putting in other models (perhaps making some for the hard spots to fill for fit) in the models that did not work, and making them clear ect so nothing would show to the naked eye, but the inserted model would provide the collision needed for the seen skinned model.
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Re: Reverse-Port maps from BF2?

Post by giftheck »

If you could, it would be very much appreciated.
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